Feature request: Destroy outside screen

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  • 11 posts
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Is a circular loading screen with code ready to use. No Animation.
  • I can emulate the Destroy outside screen behavior easily enough, but it would be nice to have an official behavior (while you're in the "small but many enhancements" phase - or is that phase over?) <img src="smileys/smiley1.gif" border="0" align="middle" />

    Cheers!

  • do you mean like this http://www.scirra.com/manual/94/destroy-outside-layout

    or outside the 'view' window?

  • I mean, destroy outside "view" window. Like:

    Every tick

    (inverted)Sprite->Is on screen

           :Sprite-Destroy

  • That behavior is designed for layout, not window, if you want to use your feature to make a platform game, the enemies are out of windows, so are destroyed now and you are walking... you see there no enemies.

    Do you think it's an useful feature?

  • I'm using it in my games (as shown above) so yes it's useful, at least for me <img src="smileys/smiley1.gif" border="0" align="middle" />.

    For example if you have a vertical shooter where your ship goes up and the scenery and enemies etc go down. There's a "tall" layout, and the player fires some bullets up. Those bullets can potentially go all the way up and kill the boss which is like 5 screens up and the player has not reached him yet. I would like the bullets to be destroyed outside screen (and I destroy them as shown above).

    I know what the "Destroy outside layout" was designed for and I agree it is useful in many circumstances.

    Geo

  • I think this is not really widely useful... and considering you can emulate it with one event and one action... Ashley and Tom should probably focus on more important things for the moment.

  • I disagree, the same can be said about "Destrouy outside layout" and in it makes a lot of sense in the case said.

  • Geo,

    i guess it could be useful in some situations, and since you solved it in such a quick and elegant way, it would probably be easy to implement as a behavior.

    but if ash chose not to do so, for the reason sqiddster stated, i would hope that you would make this 'method' a quick tutorial for other users. because it is a very nice way to solve this particular problem.

  • harrio: You can use invert(is on screen) as Geo mentionned above.

    You can also use "System: compare two values" and look for the distance between the player and the bullet. More than a certain distance, you consider that you have to delete the bullet.

    Example capx.

  • harrio: You can use invert(is on screen) as Geo mentionned above.

    You can also use "System: compare two values" and look for the distance between the player and the bullet. More than a certain distance, you consider that you have to delete the bullet.

    Example capx.

    Actually your event number 4 is better than number 3 because that number 3 isn't exactly get bullets destroyed out of the window, just a short range attack.

    Anyways nice example!

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  • Kyatric,

    uh...yeah, i know. i was not asking for me. i was telling Geo that, if ash did not make a behavior for this 'destroy off screen' request, that geo could at least put up a small tutorial for newbs about his way of solving it, because i thought the inversion method would be something good for newbs to be aware of when trying to solve their own game problems.

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